As I understand it, the main problem with the fighting game genre is that the fiercely loyal and stalwart community behind it is very set in their ways - they know what they like and they aren't about to welcome newcomers to the party without good reason.
So from the get go, Skullgirls - the 2D all-female fighting game from Reverge Labs recently released on XBLA - has an uphill battle against it, but being created by a tournament-level fighting game enthusiast like Mike Zaimont has to count for something, right?
Well, firstly it's very
easy to spot that Skullgirls was created with the input of a fighting game
enthusiast, there are several aspects which are borrowed from other franchises,
from Capcom vs. SNK's ability to choose fighting teams comprised of slightly
weaker versions of the full combatants for example is a trait that is rarely
copied in fighting games.
It's also very apparent
that this game has been designed to be as friendly as possible to the player,
offering possibly the most superb tutorial section I have ever encountered in a
fighting game - if you have ever played games such as the recent Street Fighter
games then all of the different button commands and combos can make your head
spin but Skullgirls has an easy-to-follow step by step tutorial that appears in
plain English.
Interestingly, given the
obvious quality of the tutorial in Skullgirls, Reverge Labs have omitted any
form of in-game move list - a staple of the genre - which means you have to
visit the games website and downloads a PDF with the moves list on, this feels
very much like an oversight by Reverge - I'm not certain what the official
decision was for this but it feels like one of the 'cardinal rules' of fighting
games may have been broken here.
The game itself is, from my
opinion (being a relative outsider in the fighting genre) a very well composed
collection of different aspects from other successful fighting games. Each of the female characters handles
slightly differently - from the heavy (but slightly sluggish) hitters to the
more nimble (but slightly frail) fighters you will eventually find your
favourite from the nine available but with somewhat indistinguishable features
between the characters its essentially like trying to pick the best poker from
the fireplace to bludgeon someone with - there may be some minor differences
between them but they'll all do the same job.
Unfortunately with there only being nine characters on the roster this
choice becomes less time consuming and somehow less enjoyable than other fighting
games.
Presented in a mixture of
Art Deco, Golden Age of Hollywood and the art stylings of Matt Dixon its easy
to think that Skullgirls has been created purely for the fans of titillation
and tease.
With previous fighting
games such as Super Smash Bros and Darkstalkers offering an equal amount of
underwear flashing and gratuitous cleavage respectively this is not a new
aspect to the genre. Coupling this with the swing jazz brings a styling similar
to that popularized by Bioshock. You can imagine a room full of mobsters all
playing texas hold em with their molls in skimpy dresses to appear in the next
cutscene.
Whilst the character
design does not cause me any offence, neither do I find it particularly
necessary to have an all girl roster who are essentially sharing enough fabric
to fully cloth half of them other than to satisfy an artistic need by the
developers. Regardless after mealy minutes of gameplay the aesthetic almost
vanishes and you are solely concentrating on you pre-memorized move set (or
flailing on the buttons, like me)
Gameplay wise, Skullgirls
handles very well - the movements come together in nice fluid motions, the
animations are fast and frantic whilst in the thick of fighting but not so much
so that you would lose your character in the chaos. Even playing online (which is powered by
GGPO) is largely lag free. The AI (even on it's lowest difficulty setting) is
sometimes brutally unforgiving with your mistakes and can take a few attempts
to get used to.
I think that Skullgirls has
the potential to become one of the chosen games at fighting game tournaments in
the future, but only if Reverge Labs are willing to put in the time and effort
needed to support it like a fully boxed release, adding an in-game list of
character moves and additional characters are the first steps to do this.
7/10



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